GURPS on Golarion

Pathfinder adventures meet GURPS rules.

Loryc and a new companion scout Aberian's Folly. - Session 7

Date

Rova 5, 4710

Short Synopsis

The PCs debate their options for a while and think about the pressing timeline ahead of them. Loryc sends out a summons for someone that he knows and may be able to help. This individual, known simply as “Melty”, meets with the group after they leave Arael’s safe house. Melty and lorys head to the manor with only a few hours of light left and have a plan to do some exploring. Melty manages to enter the building and do some scouting, all-the-while memorizing the layout for sharing with the others later.

NPC Summary

Session Log

The group goes to The Children of Westcrown's safehouse for a meeting. - Session 6

Date

Rova 5, 4710

Short Synopsis

The PCs go to the old shrine of Aroden at Janiven’s suggestion and find that it has been set up as a safe house for the Children of Westcrown. They are introduced to Ailyn who proceeds to tell them about Delvehaven and a plan to get into the mayor’s vault, called the Asmodean Knot, by posing as actors in an upcoming play. Ailyn retires and Areal takes a moment to tell about the goals of the Children of Westcrown and also gives them some information about a troublesome group of bandits called “The Bastards of Erubus” in the north part of the city.

Session Log

The group rests while planning a new mission. - Session 5

Date

Rova 2, 4710 to Rova 5, 4710

Short Synopsis

The PCs take a few items from the Hell Knights and plan to sell them to some bandits to complete their ruse. While camping near the road, gear is stolen at some time during the night. It is not quite what was intended but the main objective was accomplished. Upon returning to Westcrown, the group quietly plans a heist involving the mayor’s mansion and meets back up with Janiven.

NPC Summary

Session Log

The group makes sure there are no witnesses. - Session 4

Date

Rova 2, 4710

Short Synopsis

The PCs wait for the prisoner escort to return and ambush them. They dupe the Hell Knight escort with an elaborate illusion and with the element of surprise quickly dispatch them. They dispose of the remains and cover their tracks as best as they can to avoid any Hell Knight retribution.

NPC Summary

Session Log

Arael is snatched from the Hellknight's grasp. - Session 3

Date

Rova 2, 4710

Short Synopsis

The PCs raid the prison transport carrying Arael to Citadel Rivad. They dispatch the forces guarding the transport and assist Janiven in freeing Arael. They send the fledgling rebels on their way back to town as they prepare to defend against the remaining escort as it returns from the decoy that drew it away.

Character Summary

Loot Summary

Item

#

Location Found

Magic

Description

Value ($, ea.)

Carried by

Potion

1

Hellknight Cleric

Y

Minor Healing

?

Urso

Letter

1

Hellknight Cleric

Y

From mayor Aberian Arvanxi to the captain of the guard of Citadel Rivad asking for help dealing with a group of bandits called the “Bastards of Erebus.” Specifically, the letter seems to be repeating the request, and asks for a response to an earlier request for help in dealing with the bandits.

?

Loryc

NPC Summary

Name

Race

Profession

Notes/Conditions

Attitude

Arael

Half-Elf

Friendly

Session Log

A planned rescue is foiled by untimely events. - Session 2

Date

Rova 2, 4710

Short Synopsis

The PCs formulate a plan to break Arael out of jail and get some information on the shadow beasts at the same time. As they arrive, the prisoner transfer of Arael over to the Hellknights is in progress. They must then try to catch up to the prison wagon before it reaches Citadel Rivad.

NPC Summary

Session Log

A non-related demo adventure prior to the official campaign beginning.

Date

Arodus 1, 4710 to Arodus 7, 4710

Short Synopsis

The Company of the Broken Lantern was gathering information pertaining to the bounty for some escaped fugitives when they were contacted by an organization with some information. That information was sold to them with some conditions. using this information they sought out and found the fugitives in their lair. Most were slain but a few were captured alive. They were turned in for the bounty. Soon afterward, members of the group started being harassed by the city guard. Nothing violent, yet, but occasionally escalating nearly to that point. The harassment mostly consisted of searches, hindering of daily business, and tax collections. There was also a matter of anonymous threatening messages being delivered randomly overnight. The culmination of these events and plenty of money in pocket convinced group to leave town and look for business elsewhere, just as Xeno had suggested.